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I need some tips peeps >_>

Darkhart

Smash Cadet
Joined
Apr 27, 2008
Messages
74
Location
Nowhere, Texas
I think I'm very dedicated enough to try to play as Samus.
There are a few things that I hope to achieve, but first everyone needs advice.

I can't missile cancel so I would like a tip or 2 to pull it off in succession(20 in a row if possible).
The other thing about MC is what does it do...reduce lag at start or lag after fire?

Something I would like to incorporate is bombs.
I know they can be used an alt short hop to fair, but are there other uses?

Last question, any good ways to trick the opponent so I can land a dair?
 

Awesomeasusual

Smash Cadet
Joined
Feb 3, 2007
Messages
27
Missle cancel allows you to land and fire a missle with no lag at all. Therefore after performing a missle cancel you can perform any move such as another attack.

To perform a missle cancel, simply fire a missle and time the animation so the missle fires just as you hit the ground.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
I don't think there is a reliable way to incorporate bombs because it's basically just mindgames, and it all comes down to how your opponent acts. From personal experience, though, I like to lay one as I'm landing from the ground between me and my opponent, putting some space in between us to give myself time and room to work in. It's unlikely that they'll run right through the bomb, even though they might make it, they just won't, so they will either jump over it, or wait till it's exploded.


For missile cancel, the best way you can explain it really is just fire a missile, in the air, as close to the ground as you can get. Work on your timing.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Twenty missile cancels in a row? Erm... I don't think you're interpreting the technique correctly. To perform a missile cancel, jump and fire a missile before you land. Homing missiles are easier to cancel than Super missiles. Missile cancels negates the ending lag of firing a missile.

Bombs can be used for recovery, simply drop one then DI towards the stage. Be warned that you cannot do anything out of your morph ball state. You can't attack, grab the ledge, air dodge, nothing. I'm waiting for Phanna to come up with some sort of Morph Ball Cancel... hopefully.

If by landing a dair, you mean, landing a dair to spike my opponent. Then all I can say is use Super Missles and zair to force your opponent to recover in a certain way. Then dair when they come in range. Dash off the stage to dair is most effective for me.
 

n00b

BRoomer
BRoomer
Joined
Apr 19, 2002
Messages
1,829
Location
Miami Beach, FL
NNID
peasantstat.us
3DS FC
1693-1292-7210
The bomb's end frame lag can be canceled by crouching. By buffering a crouch, you can do a few things instantaneously out of bomb form.

What I do is bomb and DI backwards (either for retreat spacing or to follow a roll), and immediately upon landing:
1. Tap down while holding c-stick down for instant dtilt
2. Tap down, releasing and then tapping c-stick down for instant dsmash
3. Tap down then tap forward and then down on c-stick for instant dash attack
4. Tap down twice while holding shield to buffer a crouch into instant spotdodge
5. Tap down then tap forward while holding shield to buffer crouch into instant roll

Play with those, they might work.
 

domiNate

Smash Apprentice
Joined
Feb 25, 2007
Messages
197
Location
Ann Arbor, Michigan
Ok, I'm bringing this back up because I too have some questions about missile canceling.

1. So we've pretty much ruled out super missile canceling because homing missile canceling is better right?

2. For super missile canceling it seems like the time to fire the super missile is right at the peak of Samus's jump. As for homing missile canceling I am at a loss and I just can't seem to time it to get them really close to eachother. Do you fire when you're about halfway between the height of Samus's short hop and the ground, higher, closer? Thanks.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
I owned this Zero Suit Samus at Frigate Orpheon in Basic Brawl. The person playing as her thought he or she was better than I was! Can you believe it? So, I said, "That's it, we're going to Frigate Orpheon, and you're going down." (She had defeated me instantly in Sudden Death, but she didn't survive, either.) If I can find a way to post it up at YouTube, I'll show it to you guys.

Oh, I'm sorry, you're asking for tips. Homing Missiles are quite useful. Be sure to move back while using them so that you can get some elbow room. You should also use the Homing Missiles and see how your opponent reacts. If your opponent shields, you have these two options:

  • Perform a dash attack. Perhaps your opponent will see you coming and be so busy trying to escape the Homing Missile, that he/she will let go of his/her shield to get out of the way. Homing Missiles are more of a distraction and annoyance than they are a weapon. If your opponent is getting close to you, move back or find a way out.
  • Use your Grapple Beam and punish him/her. Make sure that you use your Chozo chop (tap A when you grab your opponent). If he/she has a high percent, he/she will remain in your grapple a bit longer. Samus is also the fastest jabs in this state. Then throw your opponent in whichever direction you prefer.

This is all easy in theory, but not in practice.
 

GotACoolName

Smash Journeyman
Joined
Jan 7, 2007
Messages
365
Location
Milwaukee, WI
Ok, I'm bringing this back up because I too have some questions about missile canceling.

1. So we've pretty much ruled out super missile canceling because homing missile canceling is better right?

2. For super missile canceling it seems like the time to fire the super missile is right at the peak of Samus's jump. As for homing missile canceling I am at a loss and I just can't seem to time it to get them really close to eachother. Do you fire when you're about halfway between the height of Samus's short hop and the ground, higher, closer? Thanks.
1. Depends on the character you're facing. I find MC'd Super Missiles to be pretty effective on some of the medium height/tall characters. Homing missiles are definitely more effective against short opponents, though.

2. To get two homing missiles out in one jump, do a full hop, and right after pressing jump, shoot one. Hold left/right and keep tapping B to get the second one out before you land (or just press left/right and B once you've got the correct timing down if you don't want to DI left/right between the first and second missile shots). Since you have no landing lag, you can full hop immediately and repeat the process, so the first missile in your second jump comes out quickly after the second missile from your first jump.
 

Subach

Smash Apprentice
Joined
Aug 8, 2007
Messages
129
i would like to c a vid of this missle cancel cuz i've never heard of this b4

(call me a noob if u like) :)
Hey, we were all new once, there's no shame in it.

Here's a video showing missile canceling.
http://www.youtube.com/watch?v=0fnlfw_dH_g

In essence, mc'ing is a technique that allows you to cancel the after lag of firing a missile in the air by landing before the animation is done and after you fire the missle.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
domiNate said:
So we've pretty much ruled out super missile canceling because homing missile canceling is better right?
The Homing Missile is better, because you can fire two, whereas with the Super Missile, only one is possible. Doing a short hop backwards and doing a B-smash is useful, though, since Samus' flip is canceled. It's a shame that I can't run after I use a B-tilt, so the Homing Missile cancel is perfect.
 

domiNate

Smash Apprentice
Joined
Feb 25, 2007
Messages
197
Location
Ann Arbor, Michigan
Cool everyone, thanks for the tips. I just picked up Samus three days ago so I'm new to all of her techniques. One thing though, for canceling the homing missile, when exactly do you fire the first missile? Is it like halfways between the height of Samus's short hop and the ground as you fall down, or closer or higher? Thanks.
 

domiNate

Smash Apprentice
Joined
Feb 25, 2007
Messages
197
Location
Ann Arbor, Michigan
Well, all this time I actually have been missile cancelling. I found out today that you can missile cancel more efficiently though. It's something all of you are aware of, but I didn't realize. Basically you can missile cancel during different heights of Samus's short hop, and there's a point where you can get the quickest cancel into another missile or attack. I didn't realize this, I thought there was one specific height, haha. Thanks for all the help though.
 

BAND!T

Smash Cadet
Joined
Feb 18, 2008
Messages
45
i prefer full hopping a homing missle followed by another missle if im far.. or zair.. which prolly replaces the melee smash missle cancel.
 
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